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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Need some scripting help

Author Topic: Need some scripting help (9 messages, Page 1 of 1)
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forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Oct 1, 2010 07:31 AM    Msg. 1 of 9       
I need some help with scripting, I don't really know what script command to use when a player goes through a trigger volume and it attaches the camera to the visor marker on the biped


SeanTheLawn
Joined: Sep 4, 2007


Posted: Oct 1, 2010 08:37 PM    Msg. 2 of 9       
I guess you'd want something like this...

(sleep_until (volume_test_objects *trigger* (players)) 5)
(camera_set_first_person (unit (list_get (players) 0)))


But I don't see the purpose of setting the camera to your own point of view, since it's normally there anyway. Not to mention that doing it this way makes it so you can't see your fp arms/weapon.

EDIT: Or did you want this?

(sleep_until (volume_test_objects *trigger* (players)) 5)
(camera_control 0)

Edited by SeanTheLawn on Oct 1, 2010 at 08:40 PM


Codebrain
Joined: Sep 29, 2007

/meme


Posted: Oct 1, 2010 09:13 PM    Msg. 3 of 9       
Sean seems to have the first option correct, since Bungie did the same thing to A30:

Quote:
(object_create_anew intro_pod_2 )
(object_create_anew chief )
(object_create_anew pilot_intro )
(objects_attach intro_pod_2 "driver" pilot_intro "" )
(custom_animation pilot_intro "cinematics\animations\pilot\x30\x30" "heads_up" false )
(game_skip_ticks 5 )
(unit_enter_vehicle chief intro_pod_2 "stand" )
(object_teleport intro_pod_2 intro_pod_2_base )
(cinematic_set_near_clip_distance 0.01 )
(camera_set_first_person chief )
(recording_play chief chief_intro_cam )
(recording_play intro_pod_2 intro_pod_fly_2 )
(player_effect_set_max_rotation 0 0.5 0.5 )
(player_effect_set_max_rumble 0.5 0.5 )
(fade_in 1 1 1 10 )
(sound_impulse_start "sound\dialog\a30\a30_insert_030_lifeboatpilot" none 1 )
(sleep 165 )
(sound_impulse_start "sound\sfx\vehicles\lifeboat_crash" none 1 )
(fade_out 1 1 1 0 )
(camera_control false )
(sleep 30 )
(player_effect_set_max_rumble 1 1 )
(player_effect_stop 4 )
(object_destroy intro_tree )
(object_destroy chief )
(object_destroy pilot_intro )
(object_destroy intro_pod_2 )


Although Bungie's way used a recorded animation to move the camera...


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Oct 2, 2010 04:51 PM    Msg. 4 of 9       
Quote: --- Original message by: SeanTheLawn

I guess you'd want something like this...

(sleep_until (volume_test_objects *trigger* (players)) 5)
(camera_set_first_person (unit (list_get (players) 0)))


But I don't see the purpose of setting the camera to your own point of view, since it's normally there anyway. Not to mention that doing it this way makes it so you can't see your fp arms/weapon.

EDIT: Or did you want this?

(sleep_until (volume_test_objects *trigger* (players)) 5)
(camera_control 0)

Edited by SeanTheLawn on Oct 1, 2010 at 08:40 PM


Yes but not to the player but to a spawned biped playing a animation, I can make it look like it's in FP by using special animations


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 2, 2010 04:52 PM    Msg. 5 of 9       
Spawned as in spawned by an effect? Not possible. It's impossible to refer to spawned objects. If you're talking about a separate biped, on the other hand, one that has a name, then yes, you can.


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Oct 2, 2010 04:54 PM    Msg. 6 of 9       
Quote: --- Original message by: Gamma927
Spawned as in spawned by an effect? Not possible. It's impossible to refer to spawned objects. If you're talking about a separate biped, on the other hand, one that has a name, then yes, you can.


Yes that is what I mean, I plan to have something like (Object_create biped1) then a script that links the camera to the bipeds visor marker then have it play a animation

Edited by forrestkeller1 on Oct 2, 2010 at 04:56 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 2, 2010 05:19 PM    Msg. 7 of 9       
What's wrong with (unit_set_first_person biped1)?


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Oct 2, 2010 06:25 PM    Msg. 8 of 9       
Quote: --- Original message by: Gamma927
What's wrong with (unit_set_first_person biped1)?


Cause I didn't know that command nor the script command for making a biped playing a animation


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 2, 2010 06:28 PM    Msg. 9 of 9       
*(camera_set_first_person, I mean. Typo. I believe codebrain and seanthelawn brought it to your attention though O.o

 

 
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